Gamification refers to the use of games and game-related components outside the traditional playground with a serious purpose within organizations or training institutions with an aim to make everyday duties more attractive and pleasant. In the past few years, gamification has emerged as a trend within the business and marketing sectors and has recently grabbed the attention of academics, educators and practitioners. Researchers and practitioners consider that gamification can be used in any process which involves employees. Gamification is not simply playing games. Games create the imaginative world, which differs from reality.
Gamification from the perspective of employer – as a tool to engage employees in some kind of competition and thus contributing to the achievement of organizational goals. Research by American Society for Training & Development in 2013 found that 23% of organizations use gamification in training and development process and 99% of them are sure that this method is effective. Currently, the most common applications of gamification are in the areas of employee performance, innovation management, education, personal development and customer engagement.
Article Details
Unique Paper ID: 153180
Publication Volume & Issue: Volume 8, Issue 6
Page(s): 98 - 99
Article Preview & Download
Share This Article
Conference Alert
NCSST-2023
AICTE Sponsored National Conference on Smart Systems and Technologies
Last Date: 25th November 2023
SWEC- Management
LATEST INNOVATION’S AND FUTURE TRENDS IN MANAGEMENT